I'm going to post this up for download when Im finished, with the hopes that maybe other people could learn a little about Unreal from this scene. Would you guys be interested in that?
Uff would be great, the scene is turning out great!
I'm going to post this up for download when Im finished, with the hopes that maybe other people could learn a little about Unreal from this scene. Would you guys be interested in that?
Try to get it on the market place, I'm sure the UE4 would love it and give you a shout out on their live stream.
Really nice update. Only thing that jumps out at me is the hooks on the wall in the fourth screenshot — they seem a bit floaty? Maybe some AO or grime gathering around where they connect to the wall would help.
This is awesome. It looks like in the scene, that someone rifled through their belongings really quick to get something they needed so they could get out of there... awesome stuff, and it looks fantastic to boot.
Really like the peek outside through the window too.
Hi evryone
i'm an old 3dsmax and zbrush user and i don't find my way to make a lowpoly detailed from a hight poly i want to know the real pipeline,
and a littel video for dowing a littel asset like the assets in dota2 it will be great.
thanks for all
Cheers for the comments guys! Really appreciate it yet again!
@ZacD - I'm going to submit this to the Marketplace and see what Epic say. It's going to be free if it does go up there, if not then I'll release it here
@Zepic - Sure I'll do a little breakdown of my lighting in this scene. Expect a post soon!
I'm pretty much ready to call this done now, I want to move on to other things. I've learnt loads doing this, I even learnt a bit of Matinee last night and put together a little video. Matinee is really powerful! I feel like I've accomplished a lot of goals that I set out to achieve, including learning rendering in Unreal, some basic blueprint stuff (The lights are blueprints so I can tweak one value and the emissive/spotlight/pointlight values all scale from that), and a lot about lighting, post processing and Matinee. I'm hoping to get it up on the Marketplace for you guys to learn as I did!
Here's a little video playthrough. My mate made a little music track especially for this, cheers Ben!
And some updated screenshots. Annoyingly, I had to switch to dynamic lights meaning some bounce light has been lost, and for some reason, whenever I take a high res screenshot, my light blueprints go completely lit, so I can't take any new screenshots of certain areas! Very weird.
One thing you might wanna do real quick is add some variation to the UV's for the wood grain texture. I can see it repeat on the drawers. A small thing, but a small fix as well.
@RexM - Good spot! The drawers are all instances of the same object; I should make a variant! Cheers.
@Dave - I'm not really sure what kinda tutorial people would want from this, I didn't do anything particularly out of the ordinary!
I did do this that I actually forgot to post up though. This is how I did my lights in the scene. I wanted to figure out a way of adding in a light model across my environment and be able to control the light intensity on each individual instance, but have the emissive and the point/spotlights update at the same time; for that I used Blueprints which worked out really well:
Your lighting is spot on in this scene, thanks for the blueprint breakdown! Man, I would love to see this on the marketplace, I'm sure it would get through.
Cheers fellas! I'm hoping to get it on the Marketplace but unfortunately Epic aren't accepting any free submissions at the moment. Maybe in the future. In the meantime I'll look at getting this released for download on my Dropbox or something
In other random news, Kotaku featured this environment on Kotaku earlier! That was a bit of a shock, but I'm really honoured.
I noticed in your low poly models you had actual geometry for the screws/bolts. Why did you choose to add those in instead of normal map them?
Did you actually bake any of those modular pieces or just model in the details? It seems like with the detail you modeled in, it would be difficult to properly project a high poly onto, like the cracks between the panels. Seems like it would be easier to bake that detail into a low poly flat surface, than one that has details like that already modeled in.
I modelled pretty much everything, which was how we did things on Alien: Isolation. However, I did bake a lot more than we did on AI, just because I had no budget, it being a personal project. So those little bolts were baked along with a load of other greebly bits that I used to detail the basic wall panels.
It was mainly props that were baked from high->low.
I actually bought Alien last night really for "studying" purposes. I had been wondering if you could get away with not baking normal maps as much and just modeling in the detail because of the increased power of hardware nowadays. For the longest time in my head iv'e been under the impression that EVERYTHING NEEDS A NORMAL MAP in an environment to make it look good and react well to light.
Stunning environment work. My favourite piece in a while!
This Blueprint stuff is still a head scratcher to me as I haven't spent much time with it but it seems really versatile, that tutorial is neat.
Unfortunately Epic are not accepting new free submissions to the Marketplace, so I have decided to release this online. I updated to UE4.5 last night, and some people have tested this and it works fine, so here goes!
hey PogoP:
first,very thanks for release your project here!
did you texturing your textures with substance?or manually?
what was your texturing tool?
answer me,please.thanks
Unfortunately Dropbox have banned this link temporarily as I have gone over my 20gb daily download limit. This should be back up tomorrow. I'll look at getting it uploaded somewhere else as a backup! Sorry about that.
@Mohsen - I did all my texturing by hand in Photoshop, except for the arms which I quickly textured in Substance Painter using their default materials with lots of tweaks, just because I was coming to the end of the project and wanted to finish it off
so pogoP:
your details on your textures are nice!
scratches on your materials are like substance designer!
scratches masks on your maps are created with brushes in photoshop?
how did you create them?(scratches for your maps(roughness,metallic))
thanks
Unfortunately Dropbox have banned this link temporarily as I have gone over my 20gb daily download limit. This should be back up tomorrow. I'll look at getting it uploaded somewhere else as a backu
Nooooo I missed my chance!
You could try https://mega.co.nz/ . They have dynamic bandwidth.. I'm not sure how quickly it ups though.
This is so incredible! I would love to check it out in UE4 whenever you get a link back up. It's too bad Epic isn't accepting more free work right now. Thanks for the inspiration
Replies
Uff would be great, the scene is turning out great!
Kickass work bud!
Looking great!
Try to get it on the market place, I'm sure the UE4 would love it and give you a shout out on their live stream.
1-what is your concept art?
2-did you use dDo for texturing or manualy texturing in photoshop?
3-did you use bake for your normals(high to bake) or use nDo2 for your normals?
have you any breakdown of your work?
thanks
Really like the peek outside through the window too.
Would you mind showing us how you did some of your lighting? Any tips tricks you found out while using the UE4 engine?
i'm an old 3dsmax and zbrush user and i don't find my way to make a lowpoly detailed from a hight poly i want to know the real pipeline,
and a littel video for dowing a littel asset like the assets in dota2 it will be great.
thanks for all
@ZacD - I'm going to submit this to the Marketplace and see what Epic say. It's going to be free if it does go up there, if not then I'll release it here
@Zepic - Sure I'll do a little breakdown of my lighting in this scene. Expect a post soon!
I'm pretty much ready to call this done now, I want to move on to other things. I've learnt loads doing this, I even learnt a bit of Matinee last night and put together a little video. Matinee is really powerful! I feel like I've accomplished a lot of goals that I set out to achieve, including learning rendering in Unreal, some basic blueprint stuff (The lights are blueprints so I can tweak one value and the emissive/spotlight/pointlight values all scale from that), and a lot about lighting, post processing and Matinee. I'm hoping to get it up on the Marketplace for you guys to learn as I did!
Here's a little video playthrough. My mate made a little music track especially for this, cheers Ben!
[ame="http://www.youtube.com/watch?v=89RWjBJQ-QM"]Unreal Engine 4 - Sci-fi Bunk Room - Video Flythrough - YouTube[/ame]
And some updated screenshots. Annoyingly, I had to switch to dynamic lights meaning some bounce light has been lost, and for some reason, whenever I take a high res screenshot, my light blueprints go completely lit, so I can't take any new screenshots of certain areas! Very weird.
One thing you might wanna do real quick is add some variation to the UV's for the wood grain texture. I can see it repeat on the drawers. A small thing, but a small fix as well.
@RexM - Good spot! The drawers are all instances of the same object; I should make a variant! Cheers.
@Dave - I'm not really sure what kinda tutorial people would want from this, I didn't do anything particularly out of the ordinary!
I did do this that I actually forgot to post up though. This is how I did my lights in the scene. I wanted to figure out a way of adding in a light model across my environment and be able to control the light intensity on each individual instance, but have the emissive and the point/spotlights update at the same time; for that I used Blueprints which worked out really well:
Lovely work.
In other random news, Kotaku featured this environment on Kotaku earlier! That was a bit of a shock, but I'm really honoured.
http://www.kotaku.co.uk/2014/10/08/moved-space-id-live
And congrats on the feature
Did you actually bake any of those modular pieces or just model in the details? It seems like with the detail you modeled in, it would be difficult to properly project a high poly onto, like the cracks between the panels. Seems like it would be easier to bake that detail into a low poly flat surface, than one that has details like that already modeled in.
I modelled pretty much everything, which was how we did things on Alien: Isolation. However, I did bake a lot more than we did on AI, just because I had no budget, it being a personal project. So those little bolts were baked along with a load of other greebly bits that I used to detail the basic wall panels.
It was mainly props that were baked from high->low.
I actually bought Alien last night really for "studying" purposes. I had been wondering if you could get away with not baking normal maps as much and just modeling in the detail because of the increased power of hardware nowadays. For the longest time in my head iv'e been under the impression that EVERYTHING NEEDS A NORMAL MAP in an environment to make it look good and react well to light.
This Blueprint stuff is still a head scratcher to me as I haven't spent much time with it but it seems really versatile, that tutorial is neat.
Amazing work Liam, love it!
Unfortunately Epic are not accepting new free submissions to the Marketplace, so I have decided to release this online. I updated to UE4.5 last night, and some people have tested this and it works fine, so here goes!
https://dl.dropboxusercontent.com/u/7557268/Unreal/Scifi_Bunk.7z
Enjoy, and I hope you manage to learn something from this as I did! Thanks everybody for the great feedback.
first,very thanks for release your project here!
did you texturing your textures with substance?or manually?
what was your texturing tool?
answer me,please.thanks
Unfortunately Dropbox have banned this link temporarily as I have gone over my 20gb daily download limit. This should be back up tomorrow. I'll look at getting it uploaded somewhere else as a backup! Sorry about that.
@Mohsen - I did all my texturing by hand in Photoshop, except for the arms which I quickly textured in Substance Painter using their default materials with lots of tweaks, just because I was coming to the end of the project and wanted to finish it off
your details on your textures are nice!
scratches on your materials are like substance designer!
scratches masks on your maps are created with brushes in photoshop?
how did you create them?(scratches for your maps(roughness,metallic))
thanks
Nooooo I missed my chance!
You could try https://mega.co.nz/ . They have dynamic bandwidth.. I'm not sure how quickly it ups though.
https://mega.co.nz/#!tAZRARKI!ziUD0MbSxnRpjskEuHMZwZ10q6KLNDBzNrD5BVsvL-o
Not tested so let me know if it doesn't work!